MotoGP 20 Review – Choose Your CupĪs before, the player can choose between starting a new career in Moto2, Moto3, and MotoGP classes, with MotoGP, of course, being the most challenging, but featuring the best bikes and most iconic riders. Now, you can unceremoniously hire and fire a personal manager, chief engineer, and data analyst, who can help you scout better talent, earn more research points from the crewed staff, and gain more points from test sessions, respectively. More experienced staff can help you upgrade your bike more quickly, but of course such staff command higher salaries. So, the big change this year is that the player has more say in the buildup of the team, though this can easily result in cost overruns if you’re not careful. In between events, the player can opt to engage in research and development, which involves tasking staff with either earning development points, or spending those points on upgraded parts and components on the player’s bike, both of which take time to develop or craft. The calendar tracks things on a weekly basis, and a season spans a full 52 weeks (many weeks do not include races). This section of the campaign isn’t explained handily by the game, but it isn’t too complicated to grasp either. MotoGP 20 does a good job of catering to players of all levels. At the easiest setting, most players won’t have a problem nabbing a pole position in qualifying or winning a race. Those looking for more challenge can increase opponent levels and dial-up other settings to better reflect reality. When you’re in a first-person view, deftly leaning and carefully managing your throttle through the apex of a turn, things can feel pulse-poundingly realistic. One oft-overlooked aspect to racing is fuel consumption. When you’re gunning for the fastest lap time, you’re not really concerned about your vehicle’s fuel economy. However, a motorcycle is a much smaller vehicle and is affected by fuel levels even more than a four-wheeler. New to MotoGP 20 is the option to choose how much fuel to load up your motorcycle with prior to hitting the track. MotoGP races have no pit stops, so this decision can make or break your race. As you race, an indicator in the heads-up display (HUD) shows approximate fuel left, in terms of laps. If that is lower than the number of laps remaining in the race, then you run the real risk of running out of fuel and being forced to retire early from the race. A user-controlled power setting, labeled PWR, is usually the biggest culprit when it comes to fuel consumption. Turning this up ensures a speedy bike but turning it down (or off entirely) ensures you’ll actually cross the finish line. So, there’s a balancing act the player needs to maintain if they want to achieve victory. This is an aspect of the race that feels like it should have been in the game a while ago, but it is nice to see now. Graphically, MotoGP 20 has seen a few improvements to graphics, such as an improved character model being used for the riders. MouseLocate(DesktopMouseX(), DesktopMouseY()) Sprite_fps = CreateSprite(#PB_Any, 40, 20) Sprite_mouse = CreateSprite(#PB_Any, 7, 7)īox(0, 0, OutputWidth(), OutputHeight(), #Black)īox(0, 0, OutputWidth() - 2, OutputHeight() - 2, #White) OpenWindowedScreen(WindowID(0), 0, 0, #screen_width, #screen_height) OpenWindow(0, 0, 0, #screen_width, #screen_height, "TITLE", #PB_Window_BorderLess | #PB_Window_ScreenCentered) InitKeyboard() : InitMouse() : InitSprite() Define sprite_mouse.i, sprite_fps.i, sprite_square.iĭefine frame.i, frame$, frame_time.i, event.i StartDrawing(SpriteOutput(sprite_square)) sprite_square = CreateSprite(#PB_Any, 200, 200) Sprite_square = CreateSprite(#PB_Any, 200, 200, #PB_Sprite_AlphaBlending) #PB_Sprite_AlphaBlending does not seem mandatory unlike what the doc says. TransparentSpriteColor(#PB_Default, #Black) 1/ Default should be black, but it's not. 2/ Assigning a new value to #PB_Default has no effect. TransparentSpriteColor(sprite_square, #Black) TODO Comment out to see the change. sprite_square is created with an alpha channel.If event = #PB_Event_CloseWindow : Break 2 : EndIfĭisplayTransparentSprite(sprite_square, ScreenWidth() / 2, ScreenHeight() / 2)įrame_time = ElapsedMilliseconds() + 1000ĭisplaySprite(sprite_mouse, MouseX(), MouseY()) This actually is the only way to make #Black transparent on this sprite (other than drawing on an intermediary transparent image, or changing the blending method). Next thing to do is to uncomment line 30: TransparentSpriteColor(sprite_square, #Black).But even with TransparentSpriteColor(#PB_Default, #Black), the sprite does not show any transparency.
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